DarthParametric

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Everything posted by DarthParametric

  1. It would require a texture edit. KTool can extract the texture, but it is not a texture editor. You'd need something like Photoshop, GIMP, Paint.NET, etc.
  2. You could do it all in one script. It would just be a series of if statements. But you'd have to edit the individual scripts for every merchant in the game. They aren't defined universally.
  3. You don't edit any 2DAs. You edit the supermodel/s that holds the original anim/s, delete it/them, and replace it/them with TSL's version/s, giving it/them the same name as the original/s. Some knowledge/experience is required ideally, yes. I have no idea how you'd go about a rig transfer in Blender. Someone like @seedhartha would have to chime in with information about that. in KMax, there's an animation tool that lets you import an animation from an external model and map it to the scene rig (Anim Tools -> Mapper). It should be a simple case of autogenerating the bone name matches, since the rigs are more or less the same at the core, TSL's just has some added bones for flappy sleeves and cloaks. Given the complexity of supermodels, I'd suggest the easiest approach would be to remap the anim/s onto an empty copy of the target rig, export that, then edit the ASCII copy of the supermodel to swap the anim/s. You'll need to edit the ASCII anyway to add the sound events anyway, at least using KMax, since that doesn't import/export them properly. Strictly speaking you don't actually need to do the rig transfer. You could do the whole thing in a text editor, just swapping the anim blocks. But doing the transfer allows you to check that everything is working as intended, and adjust/fix it if not. K1 and TSL bone positions/rotations aren't entirely 1:1, which is why head model ports have facial animation issues. There is also a bit of a trick to compiling supermodels, since they are a bit wonky. @JCarter426 is the resident authority on the matter, and did detail the process in a post somewhere, although I can't find it at the moment.
  4. You can't do that in K1 anyway. It's possible, yes. How practical it is depends entirely on how conversant you are with the game's models and animations, and importing/exporting them. I'm guessing "not at all"? Probably not the best place to start then. It will require editing one of the supermodels and replacing the existing anim with the TSL version. Before that you'll probably want to transfer it to the K1 rig to make sure it doesn't need any editing.
  5. Might as well throw mine up as well. But I'm not going to bother with their life stories since I'm an altoholic so there are too bloody many. Click for embiggening.
  6. It's simple. You renamed the OdysseyBase to Dia_Nu but didn't change the other instances of the original base name. They are all still linked to PFHA02, which no longer exists. So MDLEdit throws an error.
  7. Here you go. k_fab_enter.nss a_xtracrystals.nss
  8. From k_ai_master: case 1008: //KOTOR_DEFAULT_EVENT_ON_DISTURBED { //NOT USED } break;
  9. Sure, go ahead. Usual deal, credit blah blah blah.
  10. I'd guess it's the fact that that particular mesh (or meshes) has the dirt flag enabled. You'd need to edit the model/s to change it, but you need to flip some of the UVs anyway judging by your first pic.
  11. void main() { object oPC = GetFirstPC(); object oComp = GetItemPossessedBy(oPC, "bao_cmpnts"); DestroyObject(oComp); object oMesh = GetItemPossessedBy(oPC, "bao_mesh"); DestroyObject(oMesh); AddJournalQuestEntry("bao_armor", 50, FALSE); }
  12. Unless you can recalculate the positions of a multi-hundred/thousand vertex point cloud in 3D space in your head, no.
  13. Win 10 with a GTX 1080 Ti. But the thread OP also had a 1080, and I believe we were both running on the same Geforce driver revision at the time, so I have no idea what the root cause is.
  14. I don't have the issue at all. I only ever saw it one time on a single texture on an XP machine.
  15. Yeah nothing special is required. This is just a simple file overwrite, since you can't patch a TLK to replace existing lines with TSLPatcher.
  16. No, there are other issues. For example, problems with compiling condensed models were never resolved. The engine simply can't handle multiple on-screen animated entities, which is why Bioware went with the sprites. That's a non-resolvable issue, at least while still using Odyssey.
  17. Just warp directly to STUNT_55a if all you need is to see the end sequence.
  18. Whether or not you side with Bastila on the temple roof. Check the scripts in that convo.
  19. The game doesn't have any dedicated facial animations aside from the mouth flapping for VO phonemes. Anything else is part of a larger animation for talking or listening. You can try creating a DLG and specifying various conversation anims like TALK_NORMAL and so forth. Otherwise, in TSL you can script any anim in the game (in K1 you can only script a limited selection listed in nwscript.nss).
  20. The walkmeshes in those rooms appear to be sloppily made, so I can maybe see potential for a character ending up inside there (although I'm surprised they didn't get stuck there). It's easy enough to revise the walkmesh. I'll add an issue for it to K2CP.
  21. Whereabouts on Nar Shaddaa is that? We can probably add a fix to K2CP.
  22. Of course not. Steam uses DRM. You can't modify its exe with either this or manual hex editing. You'll need an exe that has had the DRM stripped out, like this one - https://deadlystream.com/files/file/1320-kotor-editable-executable/